Bang 3 [+ High Noon!] (RedPanda)

For completed/abandoned Mish Mash Games.
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Bang 3 [+ High Noon!] (RedPanda)

Post Post #0 (ISO) » Tue May 13, 2014 3:13 am

Post by borkjerfkin »

It's baaaaaaaaaaaaaack (now with private topics!)
I want a 5 or 7 player game. We'll see how it looks.

Current Gamestate (should always be up to date)
  • High Noon Active Card
    The Reverend
    Players cannot play any Beer cards for the whole round. This does not apply to any other healing card.
  1. RedPanda
    • Role:
      Sheriff

    • Character:
      Apache Kid
      Cards of Diamond suit played by other players do not affect him.
      Life: 3

    • Health (+1 Sheriff Bonus): 4 / 4
    • Attack Range: 1*
    • Offensive Range Adjustment: -1
    • Defensive Range Adjustment: +2
    • # of cards in hand: 4 (Hand Contents)
    • Cards in play:
      Mustang
      Others now see you one space further away from them.
      8 of Hearts
      Range: Self
      [/area]

      Buffalo Rifle
      When active, may be consumed to attack any player, pending defenses. Does not count as a Bang!
      Q of Clubs
      Range: Any
      [/area]

      Silver
      You now see others one space closer to you.
      10 of Diamonds
      Range: Self
      [/area]

      Hideout
      Others now see you one space further away from them.
      K of Diamonds
      Range: Self
      [/area]

      Volcanic
      Gun. Range 1. When this weapon is equipped, you play play any number of Bang! cards in a single turn that you wish. You may only have 1 gun in play at a time.
      10 of Clubs
      Range: 1
      [/area]

      Appaloosa
      You now see others one space closer to you.
      A of Spades
      Range: Self
      [/area]

      Knife
      When active, may be consumed to attack a player at 1 range, pending defenses. Does not count as a Bang! Affected by range modifiers, but NOT affected by weapons.
      8 of Hearts
      Range: 1
      [/area]
  2. DiplomatDC
    • Role:
      Outlaw

    • Character:
      Sean Mallory
      He may hold in his hand up to 10 cards.
      Life: 3

    • Health: Dead!
    • Attack Range: 1
    • Offensive Range Adjustment:
    • Defensive Range Adjustment:
    • # of cards in hand: 0 (Hand Contents)
    • Cards in play:
  3. mallowgeno
    • Role:
    • Character:
      Jourdonnais
      Whenever he is the target of a Bang!, he may "draw!": on a Heart, he is missed.
      Life: 4

    • Health: 1 / 4
    • Attack Range: 1
    • Offensive Range Adjustment:
    • Defensive Range Adjustment:
    • # of cards in hand: 2 (Hand Contents)
    • Cards in play:
      Mustang
      Others now see you one space further away from them.
      9 of Hearts
      Range: Self
      [/area]
  4. Dessew
    • Role:
      Outlaw

    • Character:
      Jesse Jones
      He may draw his first card from the hand of a player.
      Life: 4

    • Health: Dead!
    • Attack Range: 1
    • Offensive Range Adjustment:
    • Defensive Range Adjustment:
    • # of cards in hand: 0 (Hand Contents)
    • Cards in play:
  5. BipolarChemist
    • Role:
    • Character:
      Lucky Duke
      Each time he "draws!" for Jail, Dynamite, or Barrel, he flips the top two cards and chooses the preferred result.
      Life: 4

    • Health: 3 / 4
    • Attack Range: 1
    • Offensive Range Adjustment:
    • Defensive Range Adjustment:
    • # of cards in hand: 3 (Hand Contents)
    • Cards in play:
      Winchester
      Gun. Range 5. You may only have 1 gun in play at a time.
      8 of Spades
      Range: 5
      [/area]
Discard Pile is located Here!
Last edited by borkjerfkin on Wed Jan 07, 2015 6:09 pm, edited 166 times in total.
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Post Post #1 (ISO) » Tue May 13, 2014 3:15 am

Post by borkjerfkin »

Image


Base rules can be found here
Dodge City expansion rules can be found here
High Noon card list can be found here

OverviewBang is a card game where three competing sides try to fulfill their objectives. It is akin to Mafia in the sense that your allies and enemies are not known at the start of the game.

We will be playing the base game, the dodge city expansion, and the high noon expansion, which released the high noon deck, which adds some unpredictability to the game.

Factions
  • Lawmen: Must eliminate all outlaws and the renegade to win. The sheriff must survive.
    • 1 Sheriff. Revealed at start of game.

    • 2 Deputies
  • Outlaws: Must kill the sheriff to win, with the renegade either dead or not the sole survivor.
    • 3 Outlaws

  • Renegade: Must be the sole survivor, with the last kill being the sheriff.
    • 1 Renegade
Characters

You will be given a list of three characters from which to choose. These characters have either 3 or 4 maximum health, and a special ability. Choose wisely!

Cards

There are many cards, all with a multitude of uses. They fit into three major categories.
Brown: these cards have an immediate effect when played and are then discarded.

Blue: these cards have an ongoing effect when played and stay in play in front of a player.

Green: these cards have no effect when played, but become active at the conclusion of the player's current turn, and stay in play in front of the player. Unlike blue cards, these have an immediate effect when played in the future and are discarded afterwords just as a brown card would be.


All cards have a poker suit and rank, which, although secondary to the effect, are used in special circumstances.

Pregame

1) I will PM random alignments to all 7 players.
2) I will publicly give a choice of 3 random characters to each of the 7 players and instruct them to pick one.
3) I will reveal the sheriff, who gets 1 extra health.
4) I will deal out a number of cards to each player equal to their starting health.
5) Everyone will get a private quicktopic with which I can keep his or her hand up to date
6) The sheriff will begin play.

Range and Distance

The playerlist will simulate a circle, with the last player wrapping around to be next to the first player. All characters, by default, have a range of 1, which means they can only use cards that refer to their "Gun range" on the players directly beside them. There are cards that modify this distance (to make it not necessarily symmetrical, which can be confusing), and I will make it clear exactly who the viable targets are every turn.


Gameplay

At the beginning of your turn, you draw two cards (excepting special abilities that change this).
During your turn, you may play any number of these cards, with the following caveats:
  • You may play only one Bang! card per turn (excepting the Volcanic item or a special ability)
  • You may only have one Gun in play at a time -- a new gun will cause the old gun to be discarded.
  • You may not have two of the exact same Blue or Green card in play at one time.
Some cards will allow the targets of those cards to play brown cards out of turn in response.

Once you are done playing cards, you must discard cards so that the number of cards in your HAND (not in PLAY) is less than or equal to the number of life points you CURRENTLY have.

Play then passes to the left.

Player death

Death occurs when the life points of a player drops to zero.
The following things happen (other than evaluating whether a victory condition has been achieved) when a player dies.
1) The dead player's role flips
2) If the kill was an outlaw, the killing player receives a 3 card bounty (regardless of killing player's alignment).
3) If the kill was a deputy and the killer the sheriff, the sheriff loses all his cards, both in hand AND in play.
4) That player is no longer a link in the circle, and the players on either side of the dead player are now 1 player apart.

High Noon (New!)

1. On the Sheriff's second turn, the High Noon deck enters play. The top card of the High Noon deck is then drawn and placed face up.
2. Each card alters the gamestate in some way. This affect lasts until the Sheriff's next turn, upon which a new card is drawn.
3. The "High Noon" card is guaranteed to be the bottom card on the deck, and once drawn, its effects last until the game is over.


Example (Brown) card:

Bang!
Attack another player within your range and do one damage, pending that players defenses.
6 of Clubs
Range: Gun
[/area]

(Bang! is by far the most frequently occurring card.)
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Post Post #2 (ISO) » Tue May 13, 2014 3:16 am

Post by borkjerfkin »

Signups are open!

Signups:
  1. RedPanda
  2. DiplomatDC
  3. mallowgeno
  4. Dessew
  5. BipolarChemist
Replace list:
Last edited by borkjerfkin on Tue May 13, 2014 5:41 am, edited 4 times in total.
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Post Post #3 (ISO) » Tue May 13, 2014 3:26 am

Post by RedPanda »

/in
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Post Post #4 (ISO) » Tue May 13, 2014 3:31 am

Post by DiplomatDC »

/in
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Post Post #5 (ISO) » Tue May 13, 2014 5:12 am

Post by mallowgeno »

/in
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Post Post #6 (ISO) » Tue May 13, 2014 5:19 am

Post by Dessew »

/in
I see no mention of deadlines, though. (?)
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Post Post #7 (ISO) » Tue May 13, 2014 5:26 am

Post by borkjerfkin »

In post 6, Dessew wrote:/in
I see no mention of deadlines, though. (?)
I haven't really needed to be draconian about it in the past.
I'll usually nudge after 24h, but hopefully people can be reasonably active considering how low effort the game is.
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Post Post #8 (ISO) » Tue May 13, 2014 5:39 am

Post by BipolarChemist »

/in
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Post Post #9 (ISO) » Tue May 13, 2014 9:50 am

Post by borkjerfkin »

I'll give it till tonight to get 2 more, otherwise we can go w/ 5 if people want to - it's a balanced number (6 isn't)
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Post Post #10 (ISO) » Tue May 13, 2014 2:25 pm

Post by borkjerfkin »

Looks like we're rolling w/ 5

There will be:
1 Sheriff
1 Deputy

2 Outlaws

1 Renegade

I'll be doing everything via Private Topics this game. Look in This subforum for yours.

It will have:
Your role
Your initial/current hand
Your card acquisition history

Once roles are in the QTs, I will post the character options for each player in thread, where you will all have to publicly pick.
The sheriff will also be revealed at this time. Play will then begin with the sheriff.
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Post Post #11 (ISO) » Tue May 13, 2014 3:19 pm

Post by borkjerfkin »

Character selection options:

RedPanda:

Elena Fuente
She may use any card in her hand as Missed!
Life: 3

Apache Kid
Cards of Diamond suit played by other players do not affect him.
Life: 3

Vera Custer
For one whole round, she gains the same ability of another character in play of her choice. Must be declared at start of turn.
Life: 3


DiplomatDC:

Sean Mallory
He may hold in his hand up to 10 cards.
Life: 3

Molly Stark
Each time she uses a brown card from her hand (not a green card in play) out of turn, she draws a card.
Life: 4

Belle Star
During her turn, cards in play in front of other players have no effect.
Life: 4


mallowgeno:

Willy The Kid
He can play any number of Bang! Cards in a turn.
Life: 4

Jourdonnais
Whenever he is the target of a Bang!, he may "draw!": on a Heart, he is missed.
Life: 4

Rose Doolan
She sees all players at a distance decreased by 1.
Life: 4


Dessew:

El Gringo
Each time he is hit by a player, he draws a card from the hand of that player.
Life: 3

Jesse Jones
He may draw his first card from the hand of a player.
Life: 4

Suzy Lafayette
As soon as she has no cards in hand, she draws a card.
Life: 4


BipolarChemist:

Lucky Duke
Each time he "draws!" for Jail, Dynamite, or Barrel, he flips the top two cards and chooses the preferred result.
Life: 4

Pedro Ramirez
He may draw his first card from the top of the discard pile.
Life: 4

Black Jack
He shows the second card he draws. On Hearts or Diamonds he draws one more card
Life: 4
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Post Post #12 (ISO) » Tue May 13, 2014 3:20 pm

Post by borkjerfkin »

RedPanda
is the
Sheriff!


Everyone else's roles are in your private topics.

Please pick your character in thread as soon as you can.
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Post Post #13 (ISO) » Tue May 13, 2014 4:34 pm

Post by borkjerfkin »

BipolarChemist takes Lucky Duke
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Post Post #14 (ISO) » Tue May 13, 2014 5:20 pm

Post by Dessew »

I'll take Jesse Jones.
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Post Post #15 (ISO) » Tue May 13, 2014 5:54 pm

Post by BipolarChemist »

Ohh in thread, not in PT. It's late, I'm tired, I swear.
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Post Post #16 (ISO) » Wed May 14, 2014 1:32 am

Post by DiplomatDC »

Sean Mallory
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Post Post #17 (ISO) » Wed May 14, 2014 1:51 am

Post by mallowgeno »

Do we get our roles first or after?
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Post Post #18 (ISO) » Wed May 14, 2014 1:52 am

Post by mallowgeno »

Also question, does JOURDONNAIS' abilty stack with the barrel?
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Post Post #19 (ISO) » Wed May 14, 2014 2:08 am

Post by RedPanda »

Apache Kid
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Post Post #20 (ISO) » Wed May 14, 2014 2:10 am

Post by borkjerfkin »

In post 17, mallowgeno wrote:Do we get our roles first or after?
They are in your private topics (only you have access to your own) - yours is here
In post 18, mallowgeno wrote:Also question, does JOURDONNAIS' abilty stack with the barrel?
Yes.
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Post Post #21 (ISO) » Wed May 14, 2014 4:12 am

Post by mallowgeno »

In that case I will go with Jourdonnais
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Post Post #22 (ISO) » Wed May 14, 2014 4:15 am

Post by borkjerfkin »

Alllllrighty!

Will be dealing out hands - your private topic will contain your initial hand, and then it will be RedPanda's turn to draw cards.

No High Noon card on the first turn.
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Post Post #23 (ISO) » Wed May 14, 2014 4:31 am

Post by borkjerfkin »

All cards are out - remember the top post in your PT will always contain your CURRENT hand. The other posts are just the draws you get on subsequent turns for reference.
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Post Post #24 (ISO) » Wed May 14, 2014 4:33 am

Post by borkjerfkin »

Discard Pile is Here!

Will also be linked in first post.
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